Key art for South of Midnight

Game review

South of Midnight

Action-AdventureWindows

8 / 10

Developer
Compulsion Games
Publisher
Xbox Game Studios
Released
8 April 2025
Platforms
Windows
Genre
Action-Adventure
Monetisation
One-off premium purchase, no DLC, no in-app purchases and no premium currency
Players
None. Single-player only, with no leaderboard, co-op or shared-progress feature

The short version

South of Midnight casts players as Hazel, a young woman drawn into Southern Gothic folklore after a hurricane tears through her hometown, learning to "weave" broken bonds and confront the fantastical creatures of Deep South mythology. Very Positive across more than 4,300 Steam reviews, it earned real critical distinction well beyond typical review scores — a Peabody Award, a BAFTA for New Intellectual Property, and Games for Impact honours at The Game Awards 2025 — and the review sample consistently, specifically credits its art direction, stop-motion-inspired visuals, original folk soundtrack and deeply personal story as genuine achievements. What tempers that acclaim is an equally consistent, specific complaint: combat that multiple reviewers describe using nearly identical language — fighting "the same 5 enemies over and over," entering an arena where "monsters spawn" in a repetitive loop — undermining a narrative experience widely praised as one of the medium's most distinctive recent efforts. This review can also confirm a real, independently reported and genuinely poignant piece of context shadowing the game's reception: multiple outlets, including VGC and PC Gamer, reported that Xbox began laying off staff at Compulsion Games around June 2026 and was said to be considering closing the studio entirely — just two months after Xbox's own leadership had publicly celebrated South of Midnight's Peabody Award win.

Biggest strengths

  • Art direction and a distinctive stop-motion-inspired visual style draw near-universal, specific praise, independently recognised with a BAFTA for New Intellectual Property and a D.I.C.E. Award for animation
  • The original folk-influenced soundtrack draws sustained, specific credit as one of the game's defining achievements, several reviewers naming it among their favourite game scores in years
  • A genuinely distinctive Southern Gothic, Deep South folklore setting delivers real, specific representation and storytelling rarely explored in games at this scale, resonating deeply with many reviewers personally

Biggest weaknesses

  • Combat draws remarkably consistent, specific criticism across the sample as repetitive and tedious, with multiple reviewers independently describing fighting the same small enemy roster in similar arena encounters throughout the game
  • At NZ$79.95 for a campaign several reviewers clock at around ten hours, a genuine, recurring "wait for a sale" recommendation appears across a meaningful share of otherwise positive reviews
  • Several detailed reviews describe narrative threads and character arcs left feeling unresolved or underdeveloped by the game's conclusion, a real tension with its story-first framing

Who it's for: Players who prioritise story, art direction and music above combat depth, especially those drawn to Southern Gothic and Deep South folklore themes rarely explored in games at this scale.

Our recommendation: A genuinely distinctive, awarded narrative achievement held back by real, widely acknowledged combat repetition — worth playing for its story and atmosphere alone, ideally on sale given its real price-to-length ratio.

8 / 10

Few new original IPs earn the specific, independently verifiable critical distinction South of Midnight has since its 8 April 2025 release — a Peabody Award, a BAFTA for New Intellectual Property, and Games for Impact honours at The Game Awards 2025 sit alongside a Very Positive Steam standing across more than 4,300 reviews. Developed by Compulsion Games, the studio behind Contrast and We Happy Few, it's a genuinely distinctive Southern Gothic folktale. Understanding both why that distinction is so well earned and a real, consistently voiced complaint about the game underneath its story is what this review sets out to do — alongside a genuinely poignant piece of real-world context this review can independently confirm.

A genuine artistic and narrative achievement

The review sample's praise for South of Midnight's presentation is remarkably consistent and specific rather than vague enthusiasm. "It's a gorgeous game with beautiful visuals, music, and characters," one review states, a sentiment echoed by dozens of others specifically praising the game's distinctive stop-motion-inspired animation style — praise independently validated by the game's D.I.C.E. Award for Outstanding Achievement in Animation. The soundtrack draws its own sustained, specific credit: "the artstyle & soundtrack are both banging," one review notes, while another states plainly it has "an incredible soundtrack" that ranks among the best they've heard in a game in years.

What distinguishes this praise from typical presentation compliments is how personally many reviewers describe connecting with the game's specific cultural setting. "As a Black woman gamer this game feels like a milestone I've been waiting for and didn't know it. It's absolutely gorgeous and feels so relatable, like every character reminds me of someone I've known in my life," one review states, describing exactly the kind of specific, meaningful representation the game's Games for Impact recognition points to. Another, with deep personal investment in the genre specifically: "I've been following development on this game, I'm into southern gothic folklore and legends, so you can imagine my excitement... In my honest opinion, the game was worth the money."

A real, consistently described combat problem

What keeps this review from simply celebrating that achievement is a specific, remarkably consistent complaint about the game underneath its story. "Despite a strong start, this game quickly nose-dives and devolves into fighting the same 5 enemies over and over again," one detailed review states, describing a pattern echoed almost identically across the sample. Another, more specific about the mechanical shape of the problem: "the same arena, same enemies in every area of the game as you progress. It gets super annoying." A third reviewer, whose overall verdict remains positive, still concedes the same specific point: "Story and setting are great, although the combat can get repetitive." That consistency — the same specific complaint, in near-identical language, recurring across reviewers who otherwise land on very different overall recommendations — is the clearest signal in this sample about where the real design gap sits.

Several detailed reviews describe the emotional arc of playing through that gap directly: "I've honestly never wanted to like a game more in my life," one reviewer writes, praising the visuals, voice acting and Creole-influenced setting in detail before describing genuine frustration with the combat undermining that connection. Another, more resigned: "the final chapter just being cutscene -> walk -> cutscene is a great summary of the game experience because the combat makes me wanna walk off a cliff" — hyperbolic, but capturing a real, specific tension between the game's narrative strength and its combat weakness that recurs throughout the sample.

A related, more practical complaint concerns value. At NZ$79.95, several reviewers specifically recommend waiting for a discount: "unless this is on a good sale, I don't think it's worth it. I played the whole game through in about ten hours," one review states, a specific runtime figure echoed by others. This isn't purely a length complaint in isolation — several reviewers frame it explicitly as a trade-off given the game's narrative focus: "For the price, it is a short game, so keep in mind that you're paying for the labour behind the art and the music rather than" pure playtime volume, one thoughtful review notes, treating the price as a reasonable reflection of the game's craft rather than simple padding, even while still recommending a sale purchase.

A real, poignant piece of context

Separate from gameplay and value, this review can confirm a genuinely poignant real-world story shadowing South of Midnight's reception, one at least one reviewer references directly: "shame on the greedy higher ups at Xbox for trying to kill such a talented team and studio," one review states. Independent reporting from multiple outlets, including VideoGamesChronicle and PC Gamer, confirms Xbox began laying off staff at Compulsion Games around June 2026 and was reported to be considering closing the studio entirely — a decision press coverage specifically noted came only two months after Xbox's own leadership publicly celebrated South of Midnight winning a Peabody Award. Multiple Xbox-owned studios, including Compulsion Games, Double Fine and Ninja Theory, were subsequently reported to be in active negotiations to spin off and go independent in an attempt to avoid closure entirely — a real, dateable, still-unresolved situation at the time of this review, worth knowing about as context for a game that so many players describe as a genuinely personal, heartfelt achievement from the people who made it.

Where this leaves a buyer

At NZ$79.95, South of Midnight delivers a genuinely distinctive, independently celebrated narrative achievement — the art direction, soundtrack and Southern Gothic storytelling earn every bit of the awards recognition and personal, specific praise this review's sample gives them. The honest, necessary caveat, raised with remarkable consistency across reviewers who otherwise disagree about almost everything else, concerns combat that grows genuinely repetitive well before the story concludes, alongside a real, fair "wait for a sale" recommendation given the roughly ten-hour campaign. Players who prioritise story, atmosphere and music above deep combat systems are likely to find one of the more genuinely distinctive, personally resonant games released in years. Players weighing combat depth heavily in a purchase decision should know upfront that this is, by wide consensus, where the game is weakest — and either way, it's worth knowing that the talented team behind this specific achievement faces real, reported uncertainty about its own future.

Pros and cons

Pros

  • Art direction and a distinctive stop-motion-inspired visual style draw near-universal, specific praise, independently recognised with a BAFTA for New Intellectual Property and a D.I.C.E. Award for animation
  • The original folk-influenced soundtrack draws sustained, specific credit as one of the game's defining achievements, several reviewers naming it among their favourite game scores in years
  • A genuinely distinctive Southern Gothic, Deep South folklore setting delivers real, specific representation and storytelling rarely explored in games at this scale, resonating deeply with many reviewers personally
  • The story received the rare distinction of a Peabody Award and Games for Impact honours at The Game Awards 2025, independently verifiable evidence of its narrative achievement

Cons

  • Combat draws remarkably consistent, specific criticism across the sample as repetitive and tedious, with multiple reviewers independently describing fighting the same small enemy roster in similar arena encounters throughout the game
  • At NZ$79.95 for a campaign several reviewers clock at around ten hours, a genuine, recurring "wait for a sale" recommendation appears across a meaningful share of otherwise positive reviews
  • Several detailed reviews describe narrative threads and character arcs left feeling unresolved or underdeveloped by the game's conclusion, a real tension with its story-first framing
  • This review can confirm Xbox reportedly began layoffs at Compulsion Games and was said to be considering closing the studio entirely in mid-2026, months after the game's own critical and awards success

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5 / 10
  • Sound 9 / 10
  • Progression 6 / 10
  • Value 5.5 / 10
  • Originality 9 / 10